As gamers we love loot. Love it. We see something drop from an enemy encounter, and we rush up to it, eager to get our grubby, battle-scarred hands on it. It doesn’t matter if we play alone, with friends, frenemies or clans, we just can’t get enough of the good stuff after battling.
Have you ever thought about why we’re so loot obsessed? If you take a step back and think about it, what we’re getting excited about is a collection of pixels on a screen, and often the actual content of the loot is close to worthless in terms of the game itself. So why do we get so excited when we see it?

The typical set up in a loot-heavy game is a generous reward system – you get loot for nearly every encounter (so it’s a plentiful resource), but you only get the good stuff every so often. Rare loot is a precious, wonderful find, and the schedule by which you’ll get it is set in such a way that you’ll always think it’s possible – so you’ll continue to keep fighting, keep going, and keep trying for the good stuff. It’s rare, but not so rare that you feel hopeless and give up.
If this sounds a bit like the way casinos run, you’re correct. Payout schedules on slot machines are adjusted to the same principle – the house wants you to keep playing, so they’ll throw you a bone every so often. And sometimes – just sometimes, that bone has some serious meat on it.
What’s going on here is operant conditioning, by way of positive reinforcement. Good old BF Skinner coined the term (and noted its forms) back in the 50s when he was doing behavioral experiments on rodents, which, like it or not, applies scarily well to the human world.
“In Positive Reinforcement a particular behavior is strengthened by the consequence of experiencing a positive condition. For example: A hungry rat presses a bar in its cage and receives food. The food is a positive condition for the hungry rat. The rat presses the bar again, and again receives food. The rat's behavior of pressing the bar is strengthened by the consequence of receiving food.”
What’s most important to note is the frequency in which you are rewarded (aka, how often loot drops) for your successful baddie-slaying. This is technically called a reinforcement schedule, and game designers typically use a variable ratio schedule, for the highest addiction factor.
Ever feel like a rat in a maze? Well, when you play Diablo, Borderlands, or basically any MMO, you basically are. At least it’s a very attractive, fun maze. Plus, you always have the excuse that you’re just acting according to behavior codes that are hard-wired into your brain. It’s human nature!

The idea of good game “flow” is fairly simple. Optimal flow exists in the zen-perfect state between boredom (where a player’s tasks are too easy for their skills, or simply not interesting enough) and stress (where the tasks are too hard for a player’s skill level). The best games present long, satisfying flow states that keep players happily engaged – challenged but not frustrated, and eager to keep going.
So the rat in the maze – or the player – who is having a blast performing challenging (but not too challenging) tasks, and being rewarded for his/her performance on a variable ratio schedule is swimming happily in a blissful flow state.
A recent Gamasutra piece explains the idea of flow in games:
“While in these states, people experience:
--Extreme focus on a task.
--A sense of active control.
--Merging of action and awareness.
--Loss of self-awareness.
--Distortion of the experience of time.
--The experience of the task being the only necessary justification for continuing it.”
If that doesn’t describe a skilled Diablo player in full glory, I don’t know what is.

Collecting is a natural instinct that tends to run especially strong in gamers. Think about how many games revolve around collecting items, objects, powers, doo-dads or, yes – loot! If it’s true that “he who has the most toys, wins”; then players who prefer loot-heavy games have a leg up on the rest of society.
Deep down, the desire to have more stuff (and collect more loot) is almost primal. The ability to successfully things (like food and firewood) meant the difference between life and death to our ancestors, so hording instincts are hardwired into all of our brains. That goes doubly so for cool stuff, and loot is specifically designed to be attractive to us – it gives us gameplay perks and bragging rights, plus it usually looks cool.
Now, if only we could add loot mechanics to real life...
Danielle Riendeau is a freelance writer, digital media professor, and nonprofit web ninja from Boston.




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Displaying 1–16 of 16
jekeroth
I just wrote a similar article, going a step further and making the point that our desire for loot can actually be tied in directly to a deeper desire for love and acceptance. Check it out an tell me if you agree.
http://gamechurch.com/diablo -and-our-love-of-loot/
fightclubdoll
...ALSO, if it happened anywhere BUT in a video game, you'd likely end up in jail.
You can't be a pirate, a viking, a conqueror, etc... anywhere else.
The grim realities of those pastimes do tend to ruin the fun anyhow, for most people.
Whether you admire Bilbo, Indiana Jones, Aladdin or Robin Hood ... in real life, it's unlikely you'd ever step in similar tracks, but in games the barriers are unlocked without all the messy pillaging, guilt, and risks to life and limb.
In the 80s was loot such a focus in games? Because I'm tempted to guess that the economy affects what attracts us to a degree. They say in wartime, people want to see fantasy films. What type of games do people likely enjoy when the economy is bad and our troops are in danger, far from home?
fightclubdoll
Also... it's been the story of every big moment in history we've ever had to memorize... it's what heroes do apart from vanquishing evil ...it's the kid in the candy story experience and "he who dies with the most toys wins" ...it's TREASURE and mystery... it's all these things plus something a little SURREAL:
That moment when Crowmerax dies and dissolves into a glowing plasma that shifts into a shimmering shower of shining loot -- whatever else it may be, it's nothing short of magical. =-)
KingGainerXan
I was thinking about this myself a few weeks ago. No matter how useless or low value some treasure is, i'll go completely out of my way to get it, just because it's there... (like climbing a mountain? because it's there?)
butterbone
There should be an Intervention-like reality show for gamers similar to "Hoarders" called "Loot Whores".
CustosIntusSilentium
I'm rather impressed with whomever wrote this. Well applied! A few more points, a variable ratio schedule is chance based depending on the actions of the user without any value given to time, meaning every instance an enemy is killed, a chance for a loot-drop occurs. This is where the sense of agency, influence, and control occurs, which means this type of schedule is the easiest for us to understand, which is why it's the most effective. It's the exact same tactic casinos use, most noted by slot machines and bet types. Also, just as slots, minor rewards are used to help hold interest and attention on the given subject - ya know, that little rush you get when loot drops supplemented by your anticipation for the loot you want. Even if it's crappy loot, it's loot nonetheless. It feeds on itself.
Also, this is how addiction develops, or impulse control disorders, as they're now called given it's the same mechanisms working in every addiction related to the reward centers in the lymbic system of the brain and operant conditioning.
One more thing - in conditioning, the terms "positive" and "negative" have no evaluative meaning such as good and bad. They simply refer to something added to or taking away from a situation, which has bearing on our behavior. In most cases, both positive and negative occur, as abstracts also feed in. In gaming, anxiety, stress reactions subside in varying levels depending on an outcome. The greatest relief (negative reinforcement) comes when the desired loot drops.
Classical conditioning also feeds into this paradigm, but I've typed enough for one lecture.
sheryl021
my neighbor's half-sister makes $70 hourly on the internet. She has been laid off for five months but last month her paycheck was $17706 just working on the internet for a few hours. Here's the site to read more NuttyRich.com
jaclok
I don't think the rarity of the loot is tied directly to a ratio related to everything you kill. I believe you also have to consider the rarity of what is being done/killed as well. Usually the harder something is to kill or do, the better the loot you are going to get. You simplified it a bit too much but this was still a great read.
DOAOBerdmann
THE ABILITY TO SUCCESSFULLY THINGS (like food and firewood) meant the difference between...
A word is being missed. I know, I'm a word horder.
agartum
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Thogin
What the hell why does the vendor have Add Sockets.... where is Mine add sockets
d1337kat
Very interesting! So game designers are controlling our mind???
Miken420
Awesome article!
mugg1n
Yes good article never really thought bout it to much.
Twitchin
I enjoyed this article. ...had flashbacks of Psych 101 and added a gaming element. Intriguing.
g4fan247
This article very interesting. Most of the games I play are RPGs that have lots of items and loot to collect.
Displaying 1–16 of 16